The participatory design of a sound and image enhanced daily planner for people with aphasia
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A visual recipe book for persons with language impairments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tailoring virtual reality technology for stroke rehabilitation: a human factors design
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing a free style, indirect, and interactive storytelling application for people with aphasia
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
Words are not enough: empowering people with aphasia in the design process
Proceedings of the 12th Participatory Design Conference: Research Papers - Volume 1
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This paper describes an exploratory study into the accessibility of the virtual world Second Life for two young people with aphasia. Aphasia is a communicative disorder most commonly caused by a stroke. It affects both written and spoken language, is frequently accompanied by right-sided paralysis and people with aphasia can experience isolation and social exclusion. Multi-user virtual worlds are a potential source of fun and contact with others, but how accessible are such worlds to those with communication issues? We report an investigation into the accessibility and potential of Second Life for people with aphasia. This was accomplished through a critique and an empirical study involving two young people: Ann was in her mid twenties and Bob in his early thirties. They were selected because both were comfortable with computer technologies before their strokes and each continues to use them, albeit in a more limited capacity. We discuss implications of the results for people with aphasia interacting with multi-user virtual worlds.